internal static void Init() { DynamicGeometryRenderer = new MyGeometryRenderer(MyScene.DynamicRenderablesDBVH, DynamicShadows); if (MyScene.SeparateGeometry) StaticGeometryRenderer = new MyGeometryRenderer(MyScene.StaticRenderablesDBVH, StaticShadows); m_foliageGenerator = new MyFoliageGeneratingPass(); m_foliageRenderer = new MyFoliageRenderingPass(); }
internal static void Init() { ResetShadows(MyRenderProxy.Settings.ShadowCascadeCount, RenderSettings.ShadowQuality.ShadowCascadeResolution()); DynamicGeometryRenderer = new MyGeometryRenderer(MyScene.DynamicRenderablesDBVH, DynamicShadows); if (MyScene.SeparateGeometry) StaticGeometryRenderer = new MyGeometryRenderer(MyScene.StaticRenderablesDBVH, StaticShadows); m_foliageGenerator = new MyFoliageGeneratingPass(); m_foliageRenderer = new MyFoliageRenderingPass(); }
internal static void Init() { DynamicGeometryRenderer = new MyGeometryRenderer(MyScene.DynamicRenderablesDBVH, DynamicShadows); if (MyScene.SeparateGeometry) { StaticGeometryRenderer = new MyGeometryRenderer(MyScene.StaticRenderablesDBVH, StaticShadows); } m_foliageGenerator = new MyFoliageGeneratingPass(); m_foliageRenderer = new MyFoliageRenderingPass(); }
internal static void Init() { ResetShadows(MyRenderProxy.Settings.ShadowCascadeCount, RenderSettings.ShadowQuality.ShadowCascadeResolution()); DynamicGeometryRenderer = new MyGeometryRenderer(MyScene.DynamicRenderablesDBVH, DynamicShadows); if (MyScene.SeparateGeometry) { StaticGeometryRenderer = new MyGeometryRenderer(MyScene.StaticRenderablesDBVH, StaticShadows); } m_foliageGenerator = new MyFoliageGeneratingPass(); m_foliageRenderer = new MyFoliageRenderingPass(); }